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Returnpiratesisle-Manual Adventure #14 Return To Pirate's Isle Programmed by: Scott Adams Book developed and written by: Staff members of Texas Instruments Instructional Communications. Copyright © 1983 by Texas Instruments Incorporated. Solid State Cartridge program and data base contents copyright © 1983 by Scott Adams. See important warranty information at back of book. The World of Adventure The world of Adventure talces you to To help you select your next many exotic locations. In each Adventure, here is a brief summary Adventure you face unexpected of the Adventures currently danger as you carry out your available. mission. Whether your goal is to explore a mysterious pyramid or escape from a savage jungle, your reasoning power is challenged at every turn. Pirate's Adventure The Count Ghost Town More to Come Your adventure begins in a flat in In The Count, you wake from a nap to All ghost towns are mysterious, but this Check with your local dealer or London, but you soon find yourself on a find yourself in a strange bed holding a one holds a particular fascination-it Adventure International for a list of strange island filled with treasure. tent stake. Now it's up to you to contains both treasures and real ghosts. other available Adventure games. Explore it thoroughly and make friends discover who you are, what you are Explore all of the old buildings and the with its inhabitants, whose help you doing in Transylvania, and why the entire area thoroughly to see how many To order an Adventure game, write to: need for success. postman delivered a bottle of blood. treasures you can locate. Adventure International, Incorporated Adventureland Strange Odyssey Savage Island I & II P.O. Box3435 Longwood, Florida32750 The Adventureland game begins in the Your Strange Odyssey begins as you You begin the two-part Savage Island forest of an enchanted world. By realize that you are stranded on a small Series on the edge of an impenetrable orcall, tollfree, 1(800)327-7172 exploring this world, you can locate 13 planetoid and must repair your ship jungle. As you explore the island, you treasures, as well as the special place before you can go home. As you search may meet some very unusual creatures. for storing them to score points. the planet for the necessary parts, you Upon the successful completion of Part However, be careful not to wake the find the ruins of an ancient civilization. 1, you receive the password that sleeping dragon! Try to discover the civilization 's enables you to begin Part 2. If you secrets, collecting treasures as you go . complete the second part of the series, Secret Mission you become the world's greatest hero. Mystery Fun House However, if you fail , you suffer a quick, Your impossible mission starts with a horrible death. tape recorder in a briefing room. Can Before exploring the Mystery Fun you find the mysterious person who just House, you must figure out how to get The Golden Voyage ran out of the room as you try to save inside. Once inside, you'll see all the the world's first nuclear reactor from typical Fun House sights, concealing a Before embarking on your Golden destruction? valuable prize. Voyage, you must locate the royal palace in the Persian city. In the palace, Voodoo Castle Pyramid of Doom you meet an aging king who only has three days to Jive, unless you can When the Voodoo Castle adventure The Pyramid of Doom adventure starts restore his youth. Starting with only a begins, you are in a chapel looking at a in a desert near a pool of liquid, with a bag of gold, you eventually set sail for closed coffin. By exploring the castle, pole sticking out of the sand. As you the four corners of the globe on a quest you try to find the information investigate further, you find a pyramid for the mythical fountain of youth. necessary to free Count Cristo from the only recently uncovered by the shifting fiendish curse placed on him by his sands. Find its entrance, collect the enemies. treasures, and then try to escape from the pyramid. 2 3 Introducing Return to Pirate's Isle Using the Solid State Cartridge In Return to Pirate's Isle, you use Inserting Solid State Cartridges is logic and cunning to find 13 hidden easy. If you have any problem treasures. Examine your inserting the cartridge, or if it is surroundings carefully. Every move accidentally removed from the slot you make could lead to a treasure or while in use, please see the "In Case an object you may need to discover a of Difficulty" section in this booklet. treasure. Take your time and be persistent to be successful. With Return To Pirate's Isle, you can: Inserting the Cartridge 4. Slide the cartridge into the slot on the console. • Ertjoy graphics that create a 3-D effect 1. If you have been programming in BASIC, save your data before • Use a printer to plot your commands inserting a cartridge. When you insert and the responses of the program a cartridge into the console, the computer automatically erases all • Play at your own pace by saving the data or program material you have game on a storage device entered and returns to the master title screen to begin the new • Play with a friend and see who can program. solve the Adventure first 2. Be sure the cartridge is free of static • Become part of a growing number of electricity before inserting it into the avid Adventure players world-wide computer (see the ''Maintenance and Service" section in this booklet). Note: Return to Pirate's Isle is an 5. Press any key to make the master advanced Adventure game and is not 3. Turn the computer ON, and wait for selection list appear. Then, press the recommended for the beginning player. the master title screen to appear. appropriate number key for your selection. Removing the Cartridge 1. To remove the cartridge at the end of TEXAS INSTRUMENTS play, type QUIT and press ENTER to HOME COMPUTER return to the master title screen. READY - PRESS ANY KEY TO BEGIN 2. Remove the cartridge from the slot. © 1983 TEXAS INSTRUMENTS 4 5 Before You Begin Before you start your Adventure, stopping point. Clues are important you can choose several options that in playing Adventure. Consider each make the game more enjoyable. You clue carefully to plan your strategy. can use a printer to plot moves, plan strategy, and provide a record of game action. Because an Adventure can take days or weeks to complete, you may choose to stop and save the l game and resume play at that Using the Printer Option Saving a Game Reloading a Game Playing Tips The first item that appears on the As you play an Adventure game, you When you choose to continue your Most of the items listed under screen is the message PRINTER?. may decide to stop and continue it at Adventure, respond to the message VISIBLE ITEMS do not appear another time. RELOAD OLD GAME? that follows the within the picture. If you want a printout of all text PRINTER? message and type Y. appearing as you play, type Y. To save an Adventure in progress, type The computer reads the first 4 letters of the command SA VE GAME in response The program responds with the message each word. For example, the command If you type Y, the program message to the COMMAND ME: screen message. DEVICE?. Type the Device name you START ENGINE can be entered as DEVICE? appears. Type the used when saving the game (CSl for STARENGI to save time. specifications of your printer and press Next, the program asks you DEVICE? . cassette or DSKl jilename for diskette) ENTER. (See your RS232 and printer Save the game on either a diskette or and press ENTER. (See your TI-99/4A Chart your travels by drawing a map. manuals for further information.) cassette. If you are saving the game on User's Reference Guide or RS232 cassette, type CSL If you are saving the Manual for additional information.) Be sure to carefully examine the items If you do not wish to use a printer, press game on diskette, type DSKljilename. you find during your Adventure. ENTER or any key, except Y. Press ENTER. (See your TI-99/4A Note: You are limited to 12 characters User's Reference Guide for additional when defining Device. Keep in mind that most problems only Note: Your printer must have the Word information.) require common sense to solve. Length set to 7-bit and the Auto Feed If you do not wish to reload an old game, set to ON. For the TI printer, insure that After completing the Save procedure, press any key (except Y) to proceed. If you are faced with the possibility of Dip Switches SW 2-1 and SW 4-3 are the message COMMAND ME : appears. To losing the game on your next move, ON . For other printers, refer to your continue the game, enter the command save the game before entering your owner's manual for the correct settings. for your next move. To stop the game, next command. Then, if you lose, you type QUIT and press ENTER. can reload the game and try a different Make sure that your Device name is no move. longer than 13 characters. An example I of a Device name is: RS232 .BA = 1200. ' 6 7 Your Adventure Begins It is now time to step into the death await you? Good luck and good unknown.
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